104 lines
3.1 KiB
C#
104 lines
3.1 KiB
C#
using Content.Shared.Atmos.EntitySystems;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using static Content.Shared.Atmos.EntitySystems.SharedGasTileOverlaySystem;
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namespace Content.Shared.Atmos
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{
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[Serializable, NetSerializable]
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[Access(typeof(SharedGasTileOverlaySystem))]
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public sealed class GasOverlayChunk
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{
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/// <summary>
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/// The index of this chunk
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/// </summary>
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public readonly Vector2i Index;
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public readonly Vector2i Origin;
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public GasOverlayData[][] TileData = new GasOverlayData[ChunkSize][];
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[NonSerialized]
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public GameTick LastUpdate;
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public GasOverlayChunk(Vector2i index)
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{
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Index = index;
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Origin = Index * ChunkSize;
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// For whatever reason, net serialize does not like multi_D arrays. So Jagged it is.
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for (var i = 0; i < ChunkSize; i++)
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{
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TileData[i] = new GasOverlayData[ChunkSize];
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}
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}
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public GasOverlayChunk(GasOverlayChunk data)
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{
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Index = data.Index;
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Origin = data.Origin;
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for (int i = 0; i < ChunkSize; i++)
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{
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// This does not clone the opacity array. However, this chunk cloning is only used by the client,
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// which never modifies that directly. So this should be fine.
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var array = TileData[i] = new GasOverlayData[ChunkSize];
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Array.Copy(data.TileData[i], array, ChunkSize);
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}
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}
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public ref GasOverlayData GetData(Vector2i gridIndices)
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{
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DebugTools.Assert(InBounds(gridIndices));
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return ref TileData[gridIndices.X - Origin.X][gridIndices.Y - Origin.Y];
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}
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private bool InBounds(Vector2i gridIndices)
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{
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return gridIndices.X >= Origin.X &&
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gridIndices.Y >= Origin.Y &&
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gridIndices.X < Origin.X + ChunkSize &&
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gridIndices.Y < Origin.Y + ChunkSize;
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}
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}
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public struct GasChunkEnumerator
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{
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private GasOverlayChunk _chunk;
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public int X = 0;
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public int Y = -1;
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private GasOverlayData[] _column;
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public GasChunkEnumerator(GasOverlayChunk chunk)
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{
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_chunk = chunk;
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_column = _chunk.TileData[0];
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}
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public bool MoveNext(out GasOverlayData gas)
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{
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while (X < ChunkSize)
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{
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// We want to increment Y before returning, but we also want it to match the current Y coordinate for
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// the returned gas, so using a slightly different logic for the Y loop.
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while (Y < ChunkSize - 1)
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{
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Y++;
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gas = _column[Y];
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if (!gas.Equals(default))
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return true;
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}
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X++;
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if (X < ChunkSize)
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_column = _chunk.TileData[X];
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Y = -1;
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}
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gas = default;
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return false;
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}
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}
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}
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